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Genre Rules

Genre Rules v1.0

Writing, editing, layout: Gavin Norman


Cover art: Andrew Walter
Interior art: Michael Clarke, Tom Kilian, Kyle Latino, Jethro Lentle, Sam Mameli,
Thomas Novosel, Stefan Poag , Sean Poppe, Matthew Ray, Luka Rejec, Julee Wolke
Text and design © Gavin Norman 2019. Cover illustration © Andrew Walter 2019.
Illustrations on p. 24, 29, 38 © Michael Clarke 2019; on p. 34–35, 48 © Tom Kilian 2019;
on p. 20, 26, 28 © Kyle Latino 2019; on p. 22–23 © Jethro Lentle 2019; on p. 4–5 © Sam
Mameli 2019; on p. 45 © Thomas Novosel 2019; on p. 42–43 © Stefan Poag 2019; on p. 2
© Sean Poppe 2019; on p. 8–9, 11, 12–13, 15, 16–17, 25 Matthew Ray 2019; on p.
1, 36 © Luka Rejec 2019 ; on p. 40–41 © Julee Wolke 2019. Dimitri © Fontalicious
– Derivative Versions © Font Bros. – www.fontbros.com. Economica © TipoType
– Derivative Versions © Font Bros. – www.fontbros.com.
Table of Contents
Introduction3 Equipment24
Classic Fantasy 3 Adventuring Gear 24
In This Book 3 Weapons and Armour 26
Required Books 3 Vehicles and Mounts 28
Character Classes 6 Animals of Burden 28
Cleric6 Tack and Harness 29
Dwarf8 Land Vehicles 29
Elf10 Water Vessels 30
Fighter12 Hirelings36
Halfling14 Mercenaries36
Magic-User16 Specialists38
Thief18 Strongholds42
Languages and Levelling 20 Construction42
Languages20 Domains43
Level Titles 20 Structures44
High-Level Play (Optional Rule) 21 Open Game License 46
Index of Tables 48

Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Classic Fantasy In This Book
Dark dungeons hiding long-forgot- This book contains all rules pertinent to
ten treasures, their maze-like passages the classic fantasy genre, including:
haunted by restless spirits and monstrous ▶▶ Seven classic character classes: the
beasts. devout cleric, the sagacious magic-user,
Forbidding forests where the trees are the doughty fighter, the cunning thief, the
as old as the world and elves are said to bold dwarf, the noble elf, and the plucky
dwell. halfling.
Great cities with bustling docks and ▶▶ Full lists of adventuring gear, weapons,
markets, maze-like alleyways, temples armour, vehicles, and mounts that char-
glorifying a multitude of gods, the opu- acters can purchase.
lent palaces of great lords, and teeming ▶▶ Descriptions of the many types of mer-
slums rife with pickpockets. cenaries and specialists that may be hired.
Wild mountain ranges, their peaks ▶▶ Rules for constructing a stronghold
wrapped in cloud and their roots delved and managing a domain.
by dwarves, carving their great subterra-
nean cities into the veins of the earth. Heritage
These are the worlds of the classic fantasy The material presented in this book
genre. This book—in conjunction with represents a 100% faithful restatement
the Old-School Essentials Core Rules— of the character options from the classic
provides everything players need to start Basic/Expert game.
exploring!

Required Books
Core Rules: Contains the foundation-
al rules of Old-School Essentials upon
which this book is based.
Classic Fantasy: Cleric and Magic-User
Spells: Players who create a cleric, elf, or
magic-user character will need access to
the Cleric and Magic-User Spells book.

3
4
5
Character Classes
Cleric
Spell casting: Once a cleric has proven
their faith (from 2nd level), the character
may pray to receive spells. The power and
Requirements: None number of spells available to a cleric are
Prime requisite: WIS determined by the character’s experience
Hit Dice: 1d6 level. The list of spells available to clerics
Maximum level: 14 is found in Cleric and Magic-User Spells.
Armour: Any, including shields Using magic items: As spell casters, cler-
Weapons: Any blunt weapons ics can use magic scrolls of spells on their
Languages: Alignment, Common spell list. They can also use items that
may only be used by divine spell casters
Clerics are adventurers who have sworn (e.g. some magic staves).
to serve a deity. They are trained for battle
and channel the power of their deity. Turning the Undead
Clerics can invoke the power of their dei-
Combat ty to repel undead monsters encountered.
Clerics can use all types of armour. Strict To turn the undead, the player rolls 2d6.
holy doctrine prevents clerics’ use of The referee then consults the table oppo-
weapons that have a sharp, cutting edge site, comparing the roll against the Hit
or stabbing point. They may use the fol- Dice of the undead monsters targeted.
lowing weapons: club, mace, sling, staff,
warhammer. Successful Turning
If the turning attempt succeeds, the play-
Divine Magic er must roll 2d6 to determine the number
of HD affected (turned or destroyed).
See Magic in Core Rules for full details on
Turned undead: Will leave the area, if
divine magic.
possible, and will not harm or make con-
Holy symbol: A cleric must carry a holy tact with the cleric.
symbol (see Equipment, p24).
Destroyed undead (result of D): Are
Deity disfavour: Clerics must be faithful instantly and permanently annihilated.
to the tenets of their alignment, clergy,
Excess: Rolled Hit Dice that are not
and religion. Clerics who fall from favour
sufficient to affect a creature are wasted.
with their deity may incur penalties.
However, at least one undead creature
Magical research: A cleric of any level will always be affected on a successful
may spend time and money on magical turning.
research. This allows them to create new
Mixed groups: If turn undead is used
spells or other magical effects associated
against a mixed group of undead mon-
with their deity. When a cleric reaches
sters of different types, those with the
9th level, they are also able to create
lowest HD are affected first.
6 magic items.
Cleric Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 11 12 14 16 15 – – – – –
2 1,500 2d6 19 [0] 11 12 14 16 15 1 – – – –
3 3,000 3d6 19 [0] 11 12 14 16 15 2 – – – –
4 6,000 4d6 19 [0] 11 12 14 16 15 2 1 – – –
5 12,000 5d6 17 [+2] 9 10 12 14 12 2 2 – – –
6 25,000 6d6 17 [+2] 9 10 12 14 12 2 2 1 1 –
7 50,000 7d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* 12 [+7] 3 5 7 8 7 6 5 5 5 4
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

Turning Table Results Turning the Undead


–: The turning fails. Monster Hit Dice†
Number: If the 2d6 turning roll is higher Level 1 2 2* 3 4 5 6 7-9
or equal, the turning attempt succeeds. 1 7 9 11 – – – – –
T: The turning succeeds. 2 T 7 9 11 – – – –
D: The turning succeeds; the monsters 3 T T 7 9 11 – – –
are destroyed, not simply caused to flee. 4 D T T 7 9 11 – –
5 D D T T 7 9 11 –
After Reaching 9th Level 6 D D D T T 7 9 11
A cleric may establish or build a strong- 7 D D D D T T 7 9
hold. So long as the cleric is currently in 8 D D D D D T T 7
favour with their god, a stronghold may 9 D D D D D D T T
be bought or built at half the normal 10 D D D D D D D T
price, due to divine intervention. 11+ D D D D D D D D
Once a stronghold is established, the cler-
ic will attract followers (5d6 × 10 fighters * 2 HD monsters with a special ability
of level 1–2). These troops are completely (i.e. with an asterisk next to their HD
devoted to the cleric, never checking rating, in the monster description).
morale. The referee decides which pro- † At the referee’s option, the table may be
portions of followers are 1st and 2nd level expanded to include more powerful
and which are bowmen, infantry, etc. types of undead monsters.
7
Dwarf Infravision
Dwarves have infravision to 60’ (see
Requirements: Minimum CON 9 Darkness under Hazards and Challenges
Prime requisite: STR in Core Rules).
Hit Dice: 1d8
Maximum level: 12 Listening at Doors
Armour: Any, including shields Dwarves have a 2-in-6 chance of hearing
Weapons: Small or normal sized noises (see Dungeon Adventuring in Core
Languages: Alignment, Common, Rules).
Dwarvish, Gnomish, Goblin, Kobold
After Reaching 9th Level
Dwarves are stout, bearded demihumans,
about 4’ tall and weighing about 150 A dwarf has the option of creating an
pounds. Dwarves typically live under- underground stronghold that will attract
ground and love fine craftsmanship, gold, dwarves from far and wide. Dwarves usu-
hearty food, and strong drink. They have ally live in clans, so dwarves of the char-
skin, hair, and eye colours in earth tones. acter’s clan will be attracted to live under
Dwarves are known for their stubborn- their roof. Dwarves from other clans
ness and practicality. They are a hardy will generally be friendly and clans may
people and have a strong resistance to collaborate in times of war or disaster.
magic, as reflected in their saving throws. A dwarf ruler may only hire dwarven
mercenaries. Specialists and retainers of
Combat any race may be hired.
Dwarves can use all types of armour. Due
to their short height, dwarves can only
use small or normal sized weapons. They
cannot use longbows or two-handed
swords.

Detect Construction Tricks


As expert miners, dwarves have a 2-in-
6 chance of being able to detect new
construction, sliding walls, or sloping
passages when searching.

Detect Room Traps


Due to their expertise with construction,
dwarves have a 2-in-6 chance of detecting
non-magical room traps when search-
ing (see Dungeon Adventuring in Core
Rules).

8
Dwarf Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 8 9 10 13 12
2 2,200 2d8 19 [0] 8 9 10 13 12
3 4,400 3d8 19 [0] 8 9 10 13 12
4 8,800 4d8 17 [+2] 6 7 8 10 10
5 17,000 5d8 17 [+2] 6 7 8 10 10
6 35,000 6d8 17 [+2] 6 7 8 10 10
7 70,000 7d8 14 [+5] 4 5 6 7 8
8 140,000 8d8 14 [+5] 4 5 6 7 8
9 270,000 9d8 14 [+5] 4 5 6 7 8
10 400,000 9d8+3* 12 [+7] 2 3 4 4 6
11 530,000 9d8+6* 12 [+7] 2 3 4 4 6
12 660,000 9d8+9* 12 [+7] 2 3 4 4 6
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

9
Elf
Spell casting: Elves carry spell books
containing the formulae for arcane spells.
The level progression table (opposite)
Requirements: Minimum INT 9 shows both the number of spells in the
Prime requisite: INT and STR elf ’s spell book and the number they may
Hit Dice: 1d6 memorize, determined by the character’s
Maximum level: 10 experience level. Thus, a 1st level elf has
Armour: Any, including shields one spell in their spell book, selected by
Weapons: Any the referee (who may allow the player
Languages: Alignment, Common, to choose). The list of spells available to
Elvish, Gnoll, Hobgoblin, Orcish elves is provided in Cleric and Magic-User
Spells (elves have the same spell selection
Elves are slender, fey demihumans with as magic-users).
pointed ears. They typically weigh about Using magic items: As spell casters, elves
120 pounds and are between 5 and 5½ are able to use magic scrolls of spells on
feet tall. Elves are seldom met in human their spell list. They can also use items
settlements, preferring to feast and make that may only be used by arcane spell
merry in the woods. If crossed, they are casters (e.g. magic wands).
dangerous enemies, as they are masters of
both sword and spell. Elves are fascinat- Combat
ed by spells and beautifully constructed
magic items and love to collect both. Elves can use all types of weapons and
armour.
Prime requisites: An elf with at least 13
INT and STR gains a 5% bonus to expe- Detect Secret Doors
rience. An elf with an INT of at least 16
and a STR of at least 13 receives a +10% Elves have keen eyes that allow them,
XP bonus. when actively searching, to detect hidden
and secret doors with a 2-in-6 chance
Arcane Magic (see Dungeon Adventuring in Core
Rules).
See Magic in Core Rules for full details on
arcane magic. Immunity to Ghoul Paralysis
Magical research: An elf of any level
may spend time and money on magical Elves are completely unaffected by the
research. This allows them to add new paralysis that ghouls can inflict.
spells to their spell book and to research
other magical effects. When an elf reach- Infravision
es 9th level, they are also able to create Elves have infravision to 60’ (see Dark-
magic items. ness under Hazards and Challenges in
Core Rules).

Listening at Doors
Elves have a 2-in-6 chance of hearing
noises (see Dungeon Adventuring in Core
Rules).

10
Elf Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 12 13 13 15 15 1 – – – –
2 4,000 2d6 19 [0] 12 13 13 15 15 2 – – – –
3 8,000 3d6 19 [0] 12 13 13 15 15 2 1 – – –
4 16,000 4d6 17 [+2] 10 11 11 13 12 2 2 – – –
5 32,000 5d6 17 [+2] 10 11 11 13 12 2 2 1 – –
6 64,000 6d6 17 [+2] 10 11 11 13 12 2 2 2 – –
7 120,000 7d6 14 [+5] 8 9 9 10 10 3 2 2 1 –
8 250,000 8d6 14 [+5] 8 9 9 10 10 3 3 2 2 –
9 400,000 9d6 14 [+5] 8 9 9 10 10 3 3 3 2 1
10 600,000 9d6+2* 12 [+7] 6 7 8 8 8 3 3 3 3 2
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

Forest animals within a 5 mile radius of


After Reaching 9th Level the completed stronghold will become
An elf may construct a stronghold in the friends with the elves. They may warn of
depths of the forest, blending in with the intruders, carry messages and news, and
natural environment of a site of great so on. In exchange for this friendship, the
beauty, for example: in the treetops, elf must protect the animals from harm.
beside a serene valley, or hidden behind a An elf ruler may only hire elven merce-
waterfall. Whatever material it is made of, naries. Specialists and retainers of any
the construction costs as much as similar race may be hired.
work in stone, due to the exquisite quality
of craftsmanship involved.
11
Fighter Combat
Fighters can use all types of weapons and
Requirements: None armour.
Prime requisite: STR
Hit Dice: 1d8 Stronghold
Maximum level: 14 Any time a fighter wishes (and has suffi-
Armour: Any, including shields cient money), they can build a castle or
Weapons: Any stronghold and control the surrounding
Languages: Alignment, Common lands.
Fighters are adventurers dedicated to After Reaching 9th Level
mastering the arts of combat and war. In
a group of adventurers, the role of fight- A fighter may be granted a title such
ers is to battle monsters and to defend as Baron or Baroness. The land under
other characters. the fighter’s control is then known as a
Barony.

12
Fighter Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
2 2,000 2d8 19 [0] 12 13 14 15 16
3 4,000 3d8 19 [0] 12 13 14 15 16
4 8,000 4d8 17 [+2] 10 11 12 13 14
5 16,000 5d8 17 [+2] 10 11 12 13 14
6 32,000 6d8 17 [+2] 10 11 12 13 14
7 64,000 7d8 14 [+5] 8 9 10 10 12
8 120,000 8d8 14 [+5] 8 9 10 10 12
9 240,000 9d8 14 [+5] 8 9 10 10 12
10 360,000 9d8+2* 12 [+7] 6 7 8 8 10
11 480,000 9d8+4* 12 [+7] 6 7 8 8 10
12 600,000 9d8+6* 12 [+7] 6 7 8 8 10
13 720,000 9d8+8* 10 [+9] 4 5 6 5 8
14 840,000 9d8+10* 10 [+9] 4 5 6 5 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

13
Halfling Hiding
Halflings have an uncanny ability to
Requirements: Minimum CON 9, disappear from sight:
minimum DEX 9 ▶▶ In woods or undergrowth, a halfling
Prime requisite: DEX and STR can hide with a 90% chance of success.
Hit Dice: 1d6 ▶▶ In dungeons, a halfling can hide in
Maximum level: 8 shadows or behind other forms of cover.
Armour: Any appropriate to size, The chance of success is 2-in-6. Hiding
including shields requires the halfling to be motionless.
Weapons: Any appropriate to size
Languages: Alignment, Common, Initiative Bonus (Optional Rule)
Halfling
If using the optional rule for individual
Halflings are small, rotund demihumans initiative (see Combat in Core Rules), hal-
with furry feet and curly hair. They weigh flings get a bonus of +1 to initiative rolls.
about 60 pounds and are around 3’ tall.
Halflings are a friendly and welcoming Listening at Doors
folk. Above all, they love the comforts of Halflings have a 2-in-6 chance of hearing
home and are not known for their brav- noises (see Dungeon Adventuring in Core
ery. Halflings who gain treasure through Rules).
adventuring will often use their wealth in
pursuit of a quiet, comfortable life. Missile Attack Bonus
Prime requisites: A halfling with at least Halflings’ keen coordination grants them
13 in one prime requisite gains a 5% bo- a +1 bonus to attack rolls with all missile
nus to experience. If both DEX and STR weapons.
are 16 or higher, the halfling gets a +10%
bonus.
Stronghold
Combat Any time a halfling wishes (and has
sufficient money), they may build a
Halflings can use all types of armour, stronghold, which will form the basis of
but it must be tailored to their small size. a new community of halflings. Halfling
Similarly, they can use any weapon ap- communities—known as Shires—are
propriate to their stature (as determined typically located in gentle countryside of
by the referee). They cannot use long- little rivers and rolling hills. The leader of
bows or two-handed swords. the community is called the Sheriff.
Defensive Bonus
Due to their small size, halflings gain a +2
bonus to Armour Class when attacked by
large opponents (greater than human-
sized).

14
Halfling Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2,000 2d6 19 [0] 8 9 10 13 12
3 4,000 3d6 19 [0] 8 9 10 13 12
4 8,000 4d6 17 [+2] 6 7 8 10 10
5 16,000 5d6 17 [+2] 6 7 8 10 10
6 32,000 6d6 17 [+2] 6 7 8 10 10
7 64,000 7d6 14 [+5] 4 5 6 7 8
8 120,000 8d6 14 [+5] 4 5 6 7 8
D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

15
Magic-User Combat
Magic-users can only use daggers and are
Requirements: None unable to use shields or wear any kind of
Prime requisite: INT armour. This makes them very vulnerable
Hit Dice: 1d4 in combat.
Maximum level: 14
Armour: None After Reaching 11th Level
Weapons: Dagger A magic-user may build a stronghold,
Languages: Alignment, Common often a great tower. 1d6 apprentices of
levels 1–3 will then arrive to study under
Magic-users are adventurers whose study the magic-user.
of arcane secrets has taught them how to
cast spells. Magic-users are able to cast a
greater number of increasingly powerful
spells as they advance in level.

Arcane Magic
See Magic in Core Rules for full details on
arcane magic.
Magical research: A magic-user of any
level may spend time and money on
magical research. This allows them to
add new spells to their spell book and to
research other magical effects. When a
magic-user reaches 9th level, they are also
able to create magic items.
Spell casting: Magic-users carry spell
books containing the formulae for arcane
spells. The level progression table (oppo-
site) shows both the number of spells in
the magic-user’s spell book and the num-
ber they may memorize, determined by
the character’s experience level. Thus, a
1st level magic-user has one spell in their
spell book, selected by the referee (who
may allow the player to choose). The list
of spells available to magic-users is pro-
vided in Cleric and Magic-User Spells.
Using magic items: As spell casters,
magic-users are able to use magic scrolls
of spells on their spell list. They can also
use items that may only be used by arcane
spell casters (e.g. magic wands).

16
Magic-User Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5 6
1 0 1d4 19 [0] 13 14 13 16 15 1 – – – – –
2 2,500 2d4 19 [0] 13 14 13 16 15 2 – – – – –
3 5,000 3d4 19 [0] 13 14 13 16 15 2 1 – – – –
4 10,000 4d4 19 [0] 13 14 13 16 15 2 2 – – – –
5 20,000 5d4 19 [0] 13 14 13 16 15 2 2 1 – – –
6 40,000 6d4 17 [+2] 11 12 11 14 12 2 2 2 – – –
7 80,000 7d4 17 [+2] 11 12 11 14 12 3 2 2 1 – –
8 150,000 8d4 17 [+2] 11 12 11 14 12 3 3 2 2 – –
9 300,000 9d4 17 [+2] 11 12 11 14 12 3 3 3 2 1 –
10 450,000 9d4+1* 17 [+2] 11 12 11 14 12 3 3 3 3 2 –
11 600,000 9d4+2* 14 [+5] 8 9 8 11 8 4 3 3 3 2 1
12 750,000 9d4+3* 14 [+5] 8 9 8 11 8 4 4 3 3 3 2
13 900,000 9d4+4* 14 [+5] 8 9 8 11 8 4 4 4 3 3 3
14 1,050,000 9d4+5* 14 [+5] 8 9 8 11 8 4 4 4 4 3 3
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

17
Thief Thief Skills
Thieves can use the following skills, with
Requirements: None the chance of success shown opposite:
Prime requisite: DEX ▶▶ Climb sheer surfaces (CS): A roll is
Hit Dice: 1d4 required for each 100’ to be climbed. If
Maximum level: 14 the roll fails, the thief falls at the halfway
Armour: Leather, no shields point, suffering falling damage.
Weapons: Any ▶▶ Find or remove treasure traps (TR):
Languages: Alignment, Common A roll is required to find a treasure trap
and then another to remove it. This may
Thieves are adventurers who live by their be attempted only once per trap.
skills of deception and stealth. Their ▶▶ Hear noise (HN): In a quiet environ-
range of unique skills makes them very ment (e.g. not in combat), a thief may
handy companions in adventures. How- attempt to listen at a door or to hear the
ever, thieves are not always to be trusted. sounds of something (e.g. a wandering
Adjust ability scores: In step 3 of charac- monster) approaching.
ter creation, thieves may not lower STR. ▶▶ Hide in shadows (HS): Requires the
thief to be motionless—attacking or mov-
Back-stab ing while hiding is not possible.
▶▶ Move silently (MS): A thief may at-
When attacking an unaware opponent
tempt to sneak past enemies unnoticed.
from behind, a thief receives a +4 bonus
to hit and doubles any damage dealt. ▶▶ Open locks (OL): Requires thieves’
tools (see Equipment, p24). A thief can
only try this skill once per lock. If the roll
Combat fails, the thief may not try the same lock
Because of their need for stealth and free again before gaining an experience level.
movement, thieves cannot wear armour ▶▶ Pick pockets (PP): If the victim is
heavier than leather and cannot use above 5th level, the thief ’s roll is penal-
shields. They can use any weapon. ised by 5% for every level above 5th.
There is always at least a 1% chance of
Read Languages failure. A roll of more than twice the per-
A thief of 4th level or higher can read centage required for success means that
non-magical text in any language (in- the attempted theft is noticed. The referee
cluding dead languages and basic codes) should determine the reaction of the
with 80% probability. If the roll does not victim (possibly using the reaction table
succeed, the thief may not try to read that under Encounters, in Core Rules).
particular text again until they reach a
higher level of experience.
After Reaching 9th Level
A thief can establish a thief den, attract-
Scroll Use ing 2d6 apprentices of 1st level. These
thieves will serve the character with
A thief of 10th level or higher can cast some reliability; however, should any be
arcane spells from scrolls. There is a 10% arrested or killed, the PC will not be able
chance of error: the spell does not func- to attract apprentices to replace them. A
tion as expected and creates an unusual successful thief might use these followers
or deleterious effect. to start a Thieves’ Guild.
18
Thief Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
2 1,200 2d4 19 [0] 13 14 13 16 15
3 2,400 3d4 19 [0] 13 14 13 16 15
4 4,800 4d4 19 [0] 13 14 13 16 15
5 9,600 5d4 17 [+2] 12 13 11 14 13
6 20,000 6d4 17 [+2] 12 13 11 14 13
7 40,000 7d4 17 [+2] 12 13 11 14 13
8 80,000 8d4 17 [+2] 12 13 11 14 13
9 160,000 9d4 14 [+5] 10 11 9 12 10
10 280,000 9d4+2* 14 [+5] 10 11 9 12 10
11 400,000 9d4+4* 14 [+5] 10 11 9 12 10
12 520,000 9d4+6* 14 [+5] 10 11 9 12 10
13 640,000 9d4+8* 12 [+7] 8 9 7 10 8
14 760,000 9d4+10* 12 [+7] 8 9 7 10 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

Thief Skills Chance of Success Rolling Skill Checks


Level CS TR HN HS MS OL PP All skills except hear noise are rolled on
1 87 10 1–2 10 20 15 20 d%, with a result of less than or equal to
2 88 15 1–2 15 25 20 25 the listed percentage indicating success.
3 89 20 1–3 20 30 25 30 Hear noise is rolled on 1d6. If the roll is
4 90 25 1–3 25 35 30 35 within the listed range of numbers, the
5 91 30 1–3 30 40 35 40 skill succeeds.
6 92 40 1–3 36 45 45 45
Player Knowledge
7 93 50 1–4 45 55 55 55 The referee should roll for hide in shad-
8 94 60 1–4 55 65 65 65 ows and move silently on the player’s
9 95 70 1–4 65 75 75 75 behalf, as the thief always believes the
10 96 80 1–4 75 85 85 85 attempt to be successful. If the roll fails,
11 97 90 1–5 85 95 95 95 the referee knows that the thief has been
12 98 95 1–5 90 96 96 105 noticed and should determine enemies’
actions appropriately.
13 99 97 1–5 95 98 97 115
14 99 99 1–5 99 99 99 125

19
Languages and Levelling
Languages Level Titles
Characters with high Intelligence receive In some campaigns, characters gain the
additional languages, chosen at the right to bear certain titles as they advance
referee’s discretion. If the Classic Fantasy in level. Such titles may be granted by
Monsters book is in use, the following list the guilds, colleges, or temples that PCs
may be used: are associates of. Level titles often vary
1. Bugbear 11. Harpy greatly between campaign worlds, but the
2. Doppelgänger 12. Hobgoblin following lists may be used as inspiration:
3. Dragon 13. Kobold ▶▶ Cleric: Acolyte, Adept, Priest(ess),
4. Dwarvish 14. Lizard man Vicar, Curate, Elder, Bishop, Lama, Ma-
5. Elvish 15. Medusa triarch (Patriarch).
6. Gargoyle 16. Minotaur ▶▶ Dwarf: Dwarven Veteran, Dwarven
7. Gnoll 17. Ogre Warrior, Dwarven Swordmaster, Dwarven
8. Gnomish 18. Orcish Hero, Dwarven Swashbuckler, Dwarven
9. Goblin 19. Pixie Myrmidon, Dwarven Champion, Dwar-
10. Halfling 20. Human dialect ven Superhero, Dwarven Lord (Lady).
If Classic Fantasy Monsters is not in use, ▶▶ Elf: Medium/Veteran, Seer/Warrior,
the referee may create an alternative list Conjurer/Swordmaster, Magician/Hero,
of languages tailored to the campaign Enchanter (Enchantress)/Swashbuckler,
world. Warlock (Witch)/Myrmidon, Sorcerer
(Sorceress)/Champion, Necromancer/
Superhero, Wizard/Lord (Lady).
▶▶ Fighter: Veteran, Warrior, Sword-
master, Hero, Swashbuckler, Myrmidon,
Champion, Superhero, Lord (Lady).
▶▶ Halfling: Halfling Veteran, Halfling
Warrior, Halfling Swordmaster, Halfling
Hero, Halfling Swashbuckler, Halfling
Myrmidon, Halfling Champion, Sheriff.
▶▶ Magic-user: Medium, Seer, Conjur-
er, Magician, Enchanter (Enchantress),
Warlock (Witch), Sorcerer (Sorceress),
Necromancer, Wizard.
▶▶ Thief: Apprentice, Footpad, Robber,
Burglar, Cutpurse, Sharper, Pilferer, Thief,
Master Thief.

20
High-Level Play Fighters
Require an additional 120,000 XP per lev-

(Optional Rule) el beyond 14th and gain 2 hit points per


level gained. Fighters of 20th level may
make two attacks per round. This increas-
Human character classes are listed as es to three attacks per round at 25th level
having a maximum level of 14. This range and four per round at 30th level.
of levels presents the best play experi-
ence, in terms of challenge and reward. Magic-Users
Some groups, however, may wish to
continue play into the extremely high Require an additional 150,000 XP per
levels beyond. This must be considered level beyond 14th and gain 1 hit point per
carefully, as demihuman PCs will be left level gained. Spells of higher levels be-
behind, due to their strict level limits. come available as the character advances.
If the referee allows continued play into
higher levels, the following guidelines— Thieves
allowing human characters to advance to Require an additional 120,000 XP per
a maximum of 36th level—may be used. level beyond 14th and gain 2 hit points
per level gained. Additional skills become
Clerics available to high-level thieves, includ-
Require an additional 100,000 XP per ing the ability to climb upside down or
level beyond 14th and gain 1 hit point per horizontally, voice skills such as mimicry
level gained. Spells of higher levels be- and ventriloquism, and other skills of
come available as the character advances. deception.

High-Level Attack Table


Class and Level Attack Roll to Hit AC
Cleric Magic-
Fighter Thief User –3 –2 –1 0 1 2 3 4 5 6 7 8 9
1–3 1–4 1–5 20 20 20 19 18 17 16 15 14 13 12 11 10
4–6 5–8 6–10 20 19 18 17 16 15 14 13 12 11 10 9 8
7–9 9–12 11–15 17 16 15 14 13 12 11 10 9 8 7 6 5
10–12 13–16 16–20 15 14 13 12 11 10 9 8 7 6 5 4 3
13–15 17–20 21–25 13 13 11 10 9 8 7 6 5 4 3 2 2
16–18 21–24 26–30 11 10 9 8 7 6 5 4 3 2 2 2 2
19–21 25–28 31–35 9 8 7 6 5 4 3 2 2 2 2 2 2
22–24 29–32 36 7 6 5 4 3 2 2 2 2 2 2 2 2
25–27 33–36 – 5 4 3 2 2 2 2 2 2 2 2 2 2
28–30 – – 3 2 2 2 2 2 2 2 2 2 2 2 2
31–33 – – 2 2 2 2 2 2 2 2 2 2 2 2 2
34–36 – – 2 2 2 2 2 2 2 2 2 2 2 2 2

21
22
23
Equipment
Adventuring Gear Descriptions
Backpack: Has two straps and can be
worn on the back, keeping the hands free.
Adventuring Gear Holds up to 400 coins.
Item Cost (gp) Crowbar: 2–3’ long and made of solid
Backpack 5 iron. Can be used for forcing doors and
other objects open.
Crowbar 10
Garlic 5 Grappling hook: Has 3 or 4 prongs. Can
be used for anchoring a rope.
Grappling hook 25
Hammer (small) 2 Hammer: Can be used for construction
or as a mallet with iron or wooden spikes.
Holy symbol 25
Holy water (vial) 25 Holy symbol: A divine spell caster is
required to own a holy symbol of their
Iron spikes (12) 1 deity, often worn as a necklace. Each
Lantern 10 religion has its own holy symbol.
Mirror (hand-sized, steel) 5 Holy water: Water that has been bless-
Oil (1 flask) 2 ed by a holy person. It is used in some
Pole (10’ long, wooden) 1 religious rituals and inflicts damage on
Rations (iron, 7 days) 15 undead monsters (see Weapon Combat
Rations (standard, 7 days) 5 Stats, p27). Holy water does not retain
Rope (50’) 1 its power if stored in any other container
than the special vials it is blessed in.
Sack (small) 1
Iron spikes: May be used for wedging
Sack (large) 2
doors open or shut (see Dungeon Adven-
Stakes (3) and mallet 3 turing in Core Rules), as an anchor to at-
Thieves’ tools 25 tach a rope to, and many other purposes.
Tinder box (flint & steel) 3 Lantern: Can be closed to hide the light.
Torches (6) 1 Burns one oil flask every four hours (24
Waterskin 1 turns). Casts light in a 30’ radius.
Wine (2 pints) 1
Wolfsbane (1 bunch) 10

24
Mirror: Useful for looking around cor- Pole, 10’: A 2” thick wooden pole useful
ners or for reflecting a gaze attack. for poking and prodding suspicious items
Oil flask: A flask of oil fuels a lantern for in a dungeon.
four hours (24 turns). In addition to fuel- Rations, iron: Dried and preserved food
ling lanterns, oil can be used as a weapon: to be carried on long voyages when se-
▶▶ Throwing: An oil flask may be lit on curing fresh food may be uncertain.
fire and thrown (see Weapon Combat Rations, standard: Fresh, unpreserved
Stats, p27). food.
▶▶ Pools: Oil that is poured on the Rope: Can hold the weight of approxi-
ground and lit covers a diameter of 3 feet mately three human-sized beings.
and burns for 1 turn, inflicting damage Sack, large: Can hold up to 600 coins.
on any character or monster moving
through the pool. Sack, small: Can hold up to 200 coins.
▶▶ Immunity: Burning oil does not harm Stakes and mallet: A wooden mallet
monsters that have a natural flame attack. and three 18” long stakes. Valuable when
confronting vampires.
Thieves’ tools: This kit contains all of the
Other Equipment tools needed to pick locks.
The items detailed in this section are Tinder box: Used to light fires, including
those most commonly available for torches. Using a tinder box takes one
purchase. Should PCs wish to purchase round. There is a 2-in-6 chance of success
items not on these lists, the referee may per round.
use the listed items as guidelines for
determining the prices and character- Torch: A torch burns for 1 hour (6 turns),
istics of new items, including combat clearly illuminating a 30’ radius. Torches
statistics (if appropriate). may also be used in combat (see Weapon
Combat Stats, p27).
Waterskin: This container, made of hide,
will hold 2 pints (1 quart) of fluid.
Wolfsbane: This herb can be used to re-
pel lycanthropes. The creature must be hit
with the herb in melee combat.
25
Weapons and Ammunition
Ammunition Cost (gp)

Armour Arrows (quiver of 20)


Crossbow bolts (case of 30)
Silver tipped arrow (1)
5
10
5
Weapons Sling stones Free
Weight
Weapon Cost (gp) (Coins) Armour
Battle axe 7 50 Cost Weight
Club 3 50 Armour AC (gp) (Coins)
Crossbow 30 50 Leather 7 [12] 20 200
Dagger 3 10 Chainmail 5 [14] 40 400
Hand axe 4 30 Plate mail 3 [16] 60 500
Javelin 1 20 Shield +1 bonus 10 100
Lance 5 120
Long bow 40 30 Encumbrance (Optional Rule)
Mace 5 30 If the optional rules for encumbrance are
Polearm 7 150 used (see Time, Weight, Movement in
Short bow 25 30 Core Rules), armour and weapons carried
are treated as follows.
Short sword 7 30
Silver dagger 30 10 Option 1: Basic Encumbrance
Sling 2 20 Leather armour counts as light armour,
Spear 4 30 chainmail and plate mail count as heavy
Staff 2 40 armour.
Sword 10 60 Option 2: Detailed Encumbrance
Two-handed sword 15 150 The listed weight of armour and weapons
Warhammer 5 30 is tracked. The listed weight of missile
weapons already includes the weight of
the ammunition and its container.

26
Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Slow, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow,
Two-handed
Dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 1d10 Brace, Melee, Slow, Two-handed
Short bow 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 1d4 Blunt, Melee, Slow, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
Two-handed sword 1d10 Melee, Slow, Two-handed
Warhammer 1d6 Blunt, Melee
Damage: Die rolled when using the
optional rule for variable weapon damage
(see Combat in Core Rules).

Reload (optional rule): Requires a round


Weapon Qualities to reload between shots; can only be fired
Blunt: May be used by clerics. every second round.
Brace: Bracing against the ground dou- Slow: The character acts last in each com-
bles damage against charging monsters. bat round (see Combat in Core Rules).
Charge: On horseback, moving at least Splash weapon: On a successful attack,
60’ in a round and attacking doubles any the container smashes and douses the
damage done with a successful hit. target with the liquid. The listed damage
Melee: Close quarters weapon (5’ or less). is inflicted over two rounds, as the liquid
drips off.
Missile: Thrown or fired weapon (greater
than 5’ distance). The distances for short Two-handed: Requires both hands; the
(+1 to hit), medium, and long (–1 to hit) character cannot use a shield.
range are shown in parentheses. 27
Vehicles and Mounts
Animals of Burden Mule
Stubborn horse/donkey cross-breeds
used as beasts of burden.
Camel AC 7 [12], HD 2 (9hp), Att 1 × kick
Irascible animals that are adapted to life (1d4) or 1 × bite (1d3), THAC0 18 [+1],
in dry climates. Often used for transpor- MV 120’ (40’), SV D14 W15 P16 B17 S18
tation in deserts. (NH), ML 8, AL Neutral, XP 20, NA 1d8
(2d6), TT None
AC 7 [12], HD 2 (9hp), Att 1 × bite (1), 1
× hoof (1d4), THAC0 18 [+1], MV 150’ ▶▶ Tenacious: Can be taken under-
(50’), SV D12 W13 P14 B15 S16 (1), ML 7, ground, if the referee allows it.
AL Neutral, XP 20, NA 0 (2d4), TT None ▶▶ Defensive: May attack if threatened,
▶▶ Ill-tempered: Bite or kick creatures in but cannot be trained to attack on com-
their way, including owners. mand.
▶▶ Water: After drinking well, can sur-
vive 2 weeks without water.
Riding Horse
▶▶ Desert travel: Move at full speed Lightly built horses adapted to run at
through broken lands and deserts. high speed. Can survive purely on grass,
wherever available.
AC 7 [12], HD 2 (9hp), Att 2 × hoof
(1d4), THAC0 18 [+1], MV 240’ (80’),
SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 20, NA 0 (0), TT None

War Horse
Bred for strength and courage in battle.
Adapted to short bursts of speed; not
suited to long-distance riding.
Draft Horse AC 7 [12], HD 3 (13hp), Att 2 × hoof
Bred for great strength and endurance. (1d6), THAC0 17 [+2], MV 120’ (40’),
Used to pull vehicles and ploughs or as SV D12 W13 P14 B15 S16 (2), ML 9, AL
beasts of burden. Neutral, XP 35, NA 0 (0), TT None
AC 7 [12], HD 3 (13hp), Att None, ▶▶ Charge: When not in melee. Requires
THAC0 17 [+2], MV 90’ (30’), SV D12 a clear run of at least 20 yards. Rider’s
W13 P14 B15 S16 (2), ML 6, AL Neutral, lance inflicts double damage. Horse can-
XP 35, NA 0 (0), TT None not attack when charging.
▶▶ Non-combatants: Flee, if ▶▶ Melee: When in melee, both rider and
28 attacked. horse can attack.
Animals of Burden
Unencumbered Encumbered
Cost Miles Movement Max Load Miles Movement Max Load
Animal (gp) per Day Rate (Coins) per Day Rate (Coins)
Camel 100 30 150’ (50’) 3,000 15 75’ (25’) 6,000
Horse (draft) 40 18 90’ (30’) 4,500 9 45’ (15’) 9,000
Horse (riding) 75 48 240’ (80’) 3,000 24 120’ (40’) 6,000
Horse (war) 250 24 120’ (40’) 4,000 12 60’ (20’) 8,000
Mule 30 24 120’ (40’) 2,000 12 60’ (20’) 4,000

Tack and Harness Land Vehicles


Cart: A two-wheeled vehicle. Carts have
Tack and Harness an AC of 9 [10] and 1d4 hull points.
Item Cost (gp) Wagon: A four-wheeled, open vehicle.
Barding 150 Wagons have an AC of 9 [10] and 2d4
Saddle and bridle 25 hull points.
Saddle bags 5
Required Animals
Barding: Armour made of leather and
These vehicles must be pulled by a mini-
plates of metal. Provides the animal with
mum number of mules or draft horses. If
an AC of 5 [14] and weighs 600 coins.
double the minimum number of animals
Saddle bags: Hold up to 300 coins weight. is employed, additional loads may be
carried.

Difficult Terrain
When travelling through difficult terrain
(e.g. desert, forest, mountains, swamp),
these vehicles can only travel on main-
tained roads.

Land Vehicles
Cost Miles Movement Minimum Max Load Extra Max Load
Vehicle (gp) per Day Rate Animals (Coins) Animals (Coins)
Cart 100 12 60’ (20’) 1 draft horse 4,000 2 draft horses 8,000
or 2 mules or 4 mules
Wagon 200 12 60’ (20’) 2 draft horses 15,000 4 draft horses 25,000
or 4 mules or 8 mules

29
Water Vessels
Seaworthy Vessels
Cargo
Capacity
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Lifeboat 1,000 15,000 Any 20’ 4’–5’ 1’–2’
Longship 15,000 40,000 Any 60’–80’ 10’–15’ 2’–3’
Sailing ship 20,000 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
(large) open seas
Sailing ship 5,000 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
(small) open seas
Troop trans- 26,600 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
port (large) open seas
Troop trans- 6,600 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
port (small) open seas
Warship (large) 26,600 300,000 Coastal waters, 100’–150’ 25’–30’ 10’–12’
open seas
Warship 6,600 100,000 Coastal waters, 60’–80’ 20’–30’ 5’–8’
(small) open seas

Sailing ship, small: A small, seaworthy


Descriptions vessel with a single mast.
Lifeboat: A small boat with a mast that Troop transport (large, small): These
folds down for storage. A small ship usu- ships have similar dimensions and
ally has 1–2 lifeboats, while larger ships characteristics to normal sailing ships,
may have 3–4. A lifeboat weighs 5,000 but are specially designed to carry troops,
coins and reduces the cargo capacity of mounts, and equipment of war as their
the ship on which it is carried by this cargo.
much. A lifeboat is usually equipped with
Warship (large, small): These ships have
rations to feed ten human-sized beings
similar dimensions and characteristics to
for one week.
normal sailing ships, but are specially de-
Longship: A narrow ship which may be signed to carry mercenaries and war gear.
used in rivers, coastal waters, or the open
seas. A longship may be rowed or sailed,
depending on the conditions. The crew
typically fill the role of oarsmen, sailors, Historical Periods
and fighters, as needed. The vessels described in this section
Sailing ship, large: A large, seaworthy span various historical periods, from
vessel with up to three masts. Usually has the ancient period to the medieval. Not
multiple decks and raised “castles” at the all types of vessels may be available in a
bow and stern. campaign setting.

30
Unseaworthy Vessels
Cargo
Capacity
Vessel Cost (gp) (Coins) Usage Length Beam Draft
Boat (river) 4,000 30,000 Rivers, lakes 20’–30’ 10’ 2’–3’
Boat 2,000 20,000 Lakes, coastal 20’–40’ 10’–15’ 2’–3’
(sailing) waters
Canoe 50 6,000 Rivers, 15’ 3’ 1’
swamps
Galley 30,000 40,000 Coastal waters 120’–150’ 15’–20’ 3’
(large)
Galley 10,000 20,000 Coastal waters 60’–100’ 10’–15’ 2’–3’
(small)
Galley (war) 60,000 60,000 Coastal waters 120’–150’ 20’–30’ 4’–6’
Raft – 50 per Rivers, lakes Varies Varies ½’
(makeshift) square foot
Raft 1gp per 100 per Rivers, lakes Varies Varies ½’
(professional) square foot square foot

Galley, war: A large, specially construct-


Descriptions ed galley that is generally a fleet’s flagship.
Boat, river: Riverboats are either rowed War galleys are always fitted with a ram
or pushed with poles. The cost of the boat (comes with the basic cost) and have a
increases by 1,000gp if it has a roof (to full deck above the rowers. They have two
protect passengers or cargo). masts and 10’–20’ wide wooden towers
Boat, sailing: A small boat typically used rising 15’–20’ above the bow and stern.
for fishing in lakes or coastal waters. Raft, makeshift: Given sufficient wood,
Canoe: A small boat made of hide or characters may build a makeshift raft in
canvas stretched over a wooden frame. 1–3 days per 10’ square section (up to a
Because of its small size and lightweight maximum size of 20’ × 30’).
construction, a canoe may be carried by Raft, professional: A professionally built
two people (weighing 500 coins). raft has raised sides, a basic steering oar,
Galley, large: A long ship with a shallow and some form of shelter for goods or
draft and a single, square-sailed mast. passengers. Such a raft may be up to 30’ ×
40’. Professionally built rafts are some-
Galley, small: A ship with a shallow draft
times floated downstream with cargo and
and a single, square-sailed mast.
then broken down and sold for the value
of their wood (25cp per square foot).
Vessel Dimensions
A ship’s beam is its width and its draft is
the depth it extends beneath the water.
31
Vessel Movement and Crew
Rowing (Oarsmen) Sailing (Sailors)
Requires Req. Miles/ Movement Req. Miles/ Movement
Vessel Captain? Crew Day Rate Crew Day Rate
Boat (river) No 8 36 180’ (60’) – – –
Boat (sailing) No – – – 1 72 360’ (120’)
Canoe No 1** 18 90’ (60’) – – –
Galley (large) Yes 180 18 90’ (90’) 20 72 360’ (120’)
Galley (small) Yes 60 18 90’ (90’) 10 90 450’ (150’)
Galley (war) Yes 300 12 60’ (60’) 30 72 360’ (120’)
Lifeboat No – – – 1** 18 90’ (30’)
Longship Yes 60* 18 90’ (90’) 75* 90 450’ (150’)
Raft (makeshift) No 1** 12 60’ (30’) – – –
Raft (professional) No 1** 12 60’ (30’) – – –
Sailing ship (large) Yes – – – 20 72 360’ (120’)
Sailing ship (small) Yes – – – 10 90 450’ (150’)
Troop trans. (large) Yes – – – 20 72 360’ (120’)
Troop trans. (small) Yes – – – 10 90 450’ (150’)
Warship (large) Yes – – – 20 72 360’ (120’)
Warship (small) Yes – – – 10 90 450’ (150’)
* Crew act as rowers, sailors, and fighters. ** May be piloted by unskilled characters.

Crew Rams
Vessels are propelled by rowing or sailing, Can be used against ships or giant sea
with some able to use either means. The monsters. Small individuals cannot be
necessary crew and the resulting speeds targeted.
are given in the table above. The pay rates Attack rolls: Are made using a THAC0 of
for crew are listed in Specialists, p38. 19 [0] and occur at the same point in the
combat sequence as missile fire.
Ship Modifications Attack modifiers: May be applied for
The following modifications may be weather conditions, manoeuvrability, etc.
made to an existing ship: Large or war galley: Deals 1d6+5 × 10
▶▶ Warship: A sailing ship may be con- hull points damage against ships and 6d6
verted into a warship or troop transport hit points damage against monsters.
of the same size. The modification costs Small galley: Deals 1d4+4 × 10 hull
one-third of the ship’s original cost. points damage against ships and 3d8 hit
▶▶ Catapult: A catapult may be added to points damage against monsters.
a galley, longship, or warship.
▶▶ Ram: A ram may be added to a large
or small galley (a war galley already
comes with a ram fitted).
32
Vessel Combat Stats
Maximum Armour
Vessel Mercenaries Class Hull Points Ram? Catapults?
Boat (river) – 8 [11] 20–40 – –
Boat (sailing) – 8 [11] 20–40 – –
Canoe – 9 [10] 5–10 – –
Galley (large) 50 7 [12] 100–120 Can be added Up to 2
Galley (small) 20 8 [11] 80–100 Can be added Up to 2
Galley (war) 75 7 [12] 120–150 Built in Up to 3
Lifeboat – 9 [10] 10–20 – –
Longship 75* 8 [11] 60–80 – Up to 1
Raft (makeshift) – 9 [10] 5 per 10’ sq – –
Raft (professional) – 9 [10] 5 per 10’ sq – –
Sailing ship (large) – 7 [12] 120–180 – –
Sailing ship (small) – 8 [11] 60–90 – –
Troop trans. (large) 100 7 [12] 160–240 – –
Troop trans. (small) 50 8 [11] 80–120 – –
Warship (large) 50 7 [12] 120–180 – Up to 2
Warship (small) 25 8 [11] 60–90 – Up to 1
* Crew act as rowers, sailors, and fighters.

Catapults Catapult Shot


Inflicts 3d6 hull damage against ships.
Fire either large rocks or flaming pitch.
Weight: A catapult plus twenty rounds
Catapult Shot, Pitch
of shot weighs 10,000 coins (subtracted Sets a 10’×10’ area of a ship on fire. The
from the ship’s cargo allowance). burning does 1d6 hull points of damage
per turn (for at least one turn) and will
Range: 150–300 yards. spread to other areas of the ship if not
Attack rolls and rate of fire: Depend extinguished. A fire may be put out by
on the number of crew manning the five crew in 3 turns, ten crew in 2 turns,
catapult: or fifteen crew in 1 turn.
▶▶ 2 crew (minimum): Attacks with
THAC0 19 [0]. Fires every 10 rounds. Ship Weaponry
▶▶ 3 crew: Attacks with THAC0 19 [0]. Item Cost (gp)
Fires every 8 rounds. Catapult 100
▶▶ 4 crew (maximum): Attacks with Catapult shot 5
THAC0 17 [+2]. Fires every 5 rounds. Catapult shot, pitch 25
Attack modifiers: May be applied for Ram, large galley 10,000
weather conditions, manoeuvrability, etc. Ram, small galley 3,000

33
34
35
Hirelings
Mercenaries Wages
Outside of wartime: As listed opposite.
Hired soldiers who will guard, patrol, and During wartime: All wages are doubled.
otherwise serve in wilderness settings,
but only as part of a larger force, not an Upkeep
adventuring party. The monthly rate of pay includes food
Note that as mercenaries are hired by a and basic gear. Most mercenaries already
character to perform specific services, have weapons and armour when hired,
they are not treated as retainers and thus though their employer may give them
do not count toward a character’s maxi- additional gear. Note that armourers are
mum number of retainers. required to repair mercenaries’ armour
and weapons (see Specialists, p38).

36
Mercenaries
Wage per Month
Type AC Morale Human Dwarf Elf Orc Goblin
Archer 6 [13] 8 5gp – 10gp 3gp 2gp
Archer, mounted 9 [10] 9 15gp – 30gp – –
Crossbowman 5 [14] 8 4gp 6gp – 2gp –
Crossbowman, mounted 9 [10] 9 – 15gp – – –
Footman, light 6 [13] 8 2gp – 4gp 1gp 5sp
Footman, heavy 4 [15] 8 3gp 5gp 6gp 15sp –
Horseman, light 7 [12] 9 10gp – 20gp – –
Horseman, medium 5 [14] 9 15gp – – – –
Horseman, heavy 3 [16] 9 20gp – – – –
Longbowman 5 [14] 8 10gp – 20gp – –
Peasant 9 [10] 6 1gp – – – –
Wolf rider 7 [12] 9 – – – – 5gp

Archer Horseman, Light


Equipped with a shortbow, leather ar- Mounted on a riding horse. Equipped
mour, and a shield. with a lance and leather armour.

Archer, Mounted Horseman, Medium


Mounted on a riding horse. Equipped Mounted on a warhorse. Equipped with a
with a shortbow. lance and chainmail.

Crossbowman Horseman, Heavy


Equipped with a crossbow and chainmail. Mounted on a warhorse. Equipped with a
sword, a lance, and plate mail.
Crossbowman, Mounted
Mounted on a mule. Equipped with a Longbowman
crossbow. Equipped with a longbow, a sword, and
chainmail.
Footman, Light
Equipped with a sword, leather armour, Peasant
and a shield. Unarmed.

Footman, Heavy Wolf Rider


Equipped with a sword, chainmail, and a Mounted on a wolf. Equipped with a
shield. spear and leather armour.
37
Specialists Alchemist
Recreating potions: Based on a sample
All types of characters that PCs may wish or recipe, an alchemist can produce a
to hire for non-combat and non-adven- potion at twice the normal speed and for
turing purposes (i.e. not mercenaries or half the normal cost (see Magic: Magical
retainers) are termed specialists. Research in Core Rules).
Note that as specialists are hired by a Researching potions: An alchemist may
character to perform specific services, also research new potions, but this takes
they are not treated as retainers and thus twice as long and costs twice as much as
do not count toward a character’s maxi- normal.
mum number of retainers.
The most common types of specialists
are described, along with their typical
monthly pay rates. This list is not exhaus-
tive and the referee may create additional
types of specialists as needed.

Wages and Upkeep


The monthly rate of pay includes food
and basic gear.
Animal Trainer
Specialists
Trainers are not required for small
Specialist Wage per Month numbers of common animals like dogs,
Alchemist 1,000gp horses, or mules, but more exotic animals
Animal trainer 500gp or larger numbers of normal animals
Armourer 100gp require a specialized trainer.
Assistant armourer 15gp Speciality: All animal trainers are spe-
Blacksmith 25gp cialized in a particular kind of animal.
Engineer 750gp Number of animals: A trainer can have
Navigator 150gp up to six animals under their care at a
time.
Oarsman 2gp
Sage 2,000gp Time required: The referee decides how
long an animal must be trained, based on
Sailor 10gp the nature of the training. It will take a
Ship’s captain 250gp minimum of one month to teach an ani-
Spy 500gp (or more) mal the first new behaviour or trick. After
this first month, an animal has become
accustomed to the trainer and can be
taught additional behaviours at twice the
rate (two weeks per behaviour).
Interruptions: If training is interrupted,
all time already spent on that particular
behaviour is lost and the animal becomes
38 unable to learn further behaviours.
Armourer Oarsman
Producing weapons and armour: Per Unskilled normal humans who man the
month, an armourer can make five weap- oars of sea vessels. Not trained for combat.
ons, three shields, or one suit of armour.
Maintaining mercenaries’ gear: A dedi- Sage
cated armourer is required per 50 troops. Sages are very rare individuals who
Assistants: An armourer’s output (either devote their lives to the study of obscure
in terms of arms produced or troops knowledge. A sage may be consulted to
maintained) may be doubled by hiring answer unusual questions.
two assistant armourers and one black- Time and cost: The referee must judge
smith. If four assistants and two black- the time and cost required to research the
smiths are hired, the armourer’s output answer to a question.
may be quadrupled. An armourer cannot
coordinate more assistants than this. Chance of success: There is never a 100%
chance of success in finding an answer.
Assistant Armourer
Sailor
Apprentices who may work under an
armourer to increase the rate of produc- Skilled normal humans who can handle a
tion. See Armourer. ship. Sailors can fight to defend their ship,
typically being equipped with a sword,
Blacksmith shield, and leather armour.

Craftsmen trained in the art of forging Ship’s Captain


metal. Blacksmiths may be hired to work
under an armourer to increase the rate of A captain is required for any large ship,
production. See Armourer. is skilled like a sailor, and has an intimate
knowledge of the particular coasts they
Engineer frequent.

Engineers plan and oversee large con- Spy


struction projects such as building
strongholds (see Construction, p42). A spy is hired to gather information
about a person or group. The spy may be
Number required: One engineer is need- an outsider who tries to infiltrate or may
ed per 100,000gp cost of the project. be a traitor already connected with the
Specialty: Humans usually handle over- person or group to be spied upon.
ground structures, while dwarves may be Class: Spies are often NPC thieves, but
hired for underground construction. may be of any character class.
Navigator Time: The referee will determine the time
required for the job.
A navigator is a sailor who understands Chance of success: The referee judges
how to read charts and navigate based on the probability of success in the mission,
instruments and the position of the stars. based on the circumstances.
Any time a ship ventures beyond sight of
a coastline, it becomes lost if a navigator Reliability: Spies may or may not be re-
is not aboard. (See Waterborne Adven- liable and could stab the hiring character
turing in Core Rules.) in the back (perhaps literally!).
39
40
41
Strongholds
Construction Building in Towns
Permission: While local rulers may allow
When PCs wish to construct strongholds PCs to build in a town, it is unlikely that
or any other type of building, the follow- they will grant permission for the con-
ing procedure should be used: struction of castles or fortifications.
1. Permission: It may be necessary to Costs: When building in an existing town
secure permission to build from an or city, the proximity of materials and
existing authority over the land. This labour greatly reduce the costs.
may not be required if the land is ▶▶ Stone buildings: Reduced by 60%.
uncharted wilderness. ▶▶ Wooden buildings: Reduced by 80%.
2. Clear land: If the construction site
is in the wilderness, all monsters in a
6-mile area (i.e. one hex on a typical
small-scale wilderness map) must be
killed or driven off.
3. Design: The player creates a plan for
the stronghold and calculates the costs
(see construction prices overleaf).
4. Review: The referee should review and
approve the player’s plans.
5. Hire engineers: For every 100,000gp
cost of the stronghold, the PC must
hire one engineer (see Specialists,
p38).
6. Construction: Once the land has been
cleared and construction materials de-
livered, construction may commence.
The time required depends entirely on
the stronghold’s total price: one day of
game time per 500gp.
7. Prepare for settlers: If the PC wishes
to found a dominion and attract set-
tlers, a wider area around the strong-
hold should be cleared of dangers.

42
Domains Settlers
The PC may wish to attract settlers into a
cleared area. In addition to ensuring the
Maintaining Cleared Lands safety of surrounding lands, the character
will have to fund construction of other
To prevent monsters from returning to buildings (e.g. accommodation, commer-
cleared lands, mercenaries may be hired cial facilities, transport infrastructure,
to conduct patrols. These patrols can cov- etc.) to attract settlers. Advertising may
er a maximum radius of 18 miles around also be necessary. The referee will deter-
a stronghold (6 miles, in inhospitable mine the costs involved and how many
terrain such as swamp, mountains, or settlers are attracted.
thick jungle). If the area to be maintained
is larger, additional garrisons must be
stationed at intervals.
Taxation
If settlers move into the PC’s domain, the
character can expect to gain 10gp of taxes
per year from each settler.

43
Structures
Subterranean passage: Typical
10’×10’×10’ dungeon passageway.
Tower, large: Round tower, either free-
standing or built into a castle wall. 30’
Structure Prices base, 40’ high, walls 5’ thick.
Structure Cost Tower, small: Round tower, either free-
Barbican 37,000gp standing or built into a castle wall. 20’
Bastion 9,000gp base, 30’ high, walls 5’ thick.
Civilian building, stone 3,000gp Wall, castle: Stone wall with battlements.
Civilian building, wood 1,500gp 100’ long, 20’ high, 10’ thick.
Drawbridge 500gp
Gatehouse 6,500gp Non-Standard Dimensions
Keep 75,000gp Bastions
Moat 400gp Bastions of dimensions other than those
Subterranean passage 500gp listed may be constructed. Use the guide-
Tower, large 30,000gp lines for towers, below, and divide by two.
Tower, small 15,000gp Castle Walls
Wall, castle 5,000gp Higher castle walls may be constructed at
increased cost. A 100’ length of 30’ high
Descriptions wall costs 7,500gp. Every additional 10’ of
height beyond this (up to a maximum of
Barbican: Heavily fortified entry/exit
60’ high) costs 5,000gp.
point in a castle wall: two small towers, a
gatehouse, and a drawbridge. Towers
Bastion: Semi-circular tower built Towers of dimensions other than those
against a castle wall. 30’ base, 30’ high, listed may be constructed. The cost is de-
walls 5’ thick. termined by the height of the tower and
Civilian building, stone: Two levels; the diameter of its base (in feet).
wooden stairs, doors, floors, and roof; ▶▶ Maximum height: Twice the base
attic. Outer wall 120’ long (e.g. 30’×30’), diameter.
walls 1–2’ thick. ▶▶ Up to the base diameter: Each 10’ of
Civilian building, wood: Two levels; height costs 200gp × the base diameter.
wooden stairs, doors, floors, and roof; ▶▶ Above the base diameter: Each 10’ of
attic. Outer wall 120’ long (e.g. 30’×30’). height costs 400gp × the base diameter.
Drawbridge: Raisable wooden bridge
crossing a moat. May be attached to a Example Tower Cost Calculation
gatehouse. 10’ long. A 60’ high tower with a 40’ diameter
Gatehouse: Fortified entry/exit point in a base is to be constructed.
castle wall. Includes a portcullis. 30’×20’
The cost will be 8,000gp (40 × 200gp)
base, 20’ high, walls 5’ thick.
per 10’ for the first 40’ of height and
Keep: Fortified, central building of a cas- 16,000gp (40 × 400gp) per 10’ for the
tle. 60’ square, 80’ high, walls 10’ thick. remainder of the height.
Moat: Defensive ditch, often filled with The total cost is thus (8,000gp × 4) +
water. 100’ long, 20’ wide, 10’ deep.
(16,000gp × 2) = 64,000gp.
44
tile roofing, windows or arrow slits, bars
Interior Features and shutters on windows, and standard
The common interior features of a furnishings.
stronghold are listed in the table below.
Detailed Approach
Simple Approach If the group wishes to perform more
For simplicity, the cost of a stronghold detailed calculations or if additional
may be increased by 25% to account for features are desired, the table below may
interior details, including: reinforced be consulted.
doors, stone stairs, flagstone flooring,

Structure Interior Features


Detail Dimensions Cost (gp)
Arrow slit – 10
Door, iron 3’ wide, 7’ tall 50
Door, reinforced wood 3’ wide, 7’ tall 20
Door, stone 3’ wide, 7’ tall 50
Door, wood 3’ wide, 7’ tall 10
Floor, flagstones or tiles 10’×10’ section 100
Floor, wood 10’×10’ section 40
Roof, tiled 10’×10’ section 100
Roof, wood 10’×10’ section 40
Secret door or trapdoor Normal 5 × normal
Shifting wall 10’×10’ section 1,000
Stairs, stone 3’ wide, 10’ long section 60
Stairs, wooden 3’ wide, 10’ long section 20
Trapdoor, iron 4’×3’ 120
Trapdoor, reinforced wood 4’×3’ 40
Trapdoor, stone 4’×3’ 120
Trapdoor, wood 4’×3’ 20
Window – 10
Window bars – 10
Window shutters – 5
45
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46
11. Use of Contributor Credits: You may not market or Swords & Wizardry Core Rules, © 2008, Matthew J. Finch.
advertise the Open Game Content using the name of any Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
Contributor unless You have written permission from the
Contributor to do so. Darwin’s World © 2002, RPGObjects; Authors Dominic
Covey and Chris Davis.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some Mutant Future™ © 2008, Daniel Proctor and Ryan Denison.
or all of the Open Game Content due to statute, judicial Authors Daniel Proctor and Ryan Denison.
order, or governmental regulation then You may not Use Advanced Edition Companion, © 2009–2010, Daniel
any Open Game Material so affected. Proctor. Author Daniel Proctor.
13 Termination: This License will terminate automatically Lamentations of the Flame Princess: Weird Fantasy Role-
if You fail to comply with all terms herein and fail to cure Playing Deluxe Edition, © 2010, LotFP. Author James
such breach within 30 days of becoming aware of the Edward Raggi IV.
breach. All sublicenses shall survive the termination of this
First Level Magic-User Spells Grindhouse Edition Spell
License.
Contest: Bookspeak, © 2011 Daniel Smith.
14 Reformation: If any provision of this License is held to
First Level Magic-User Spells Grindhouse Edition Spell
be unenforceable, such provision shall be reformed only to
Contest: Howl of the Moon, © 2011 Joel Rojas).
the extent necessary to make it enforceable.
Lamentations of the Flame Princess: Weird Fantasy Role-
15 COPYRIGHT NOTICE
Playing Grindhouse Edition, © 2011, LotFP, Author James
Open Game License v 1.0 © 2000, Wizards of the Coast, Edward Raggi IV.
Inc.
Lamentations of the Flame Princess: Weird Fantasy Role-
System Reference Document © 2000, Wizards of the Coast, Playing Player Core Book: Rules & Magic © 2013 LotFP,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, author James Edward Raggi IV.
based on original material by E. Gary Gygax and Dave
Cave Cricket from the Tome of Horrors, © 2002,
Arneson.
Necromancer Games, Inc.; Authors Scott Greene and Clark
System Reference Document © 2000-2003, Wizards of the Peterson, based on original material by Gary Gygax.
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Crab, Monstrous from the Tome of Horrors, © 2002,
Williams, Rich Baker, Andy Collins, David Noonan, Rich
Necromancer Games, Inc.; Author Scott Greene, based on
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
original material by Gary Gygax.
James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson. Fly, Giant from the Tome of Horrors, © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original
Modern System Reference Document © 2002-2004,
material by Gary Gygax.
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Golem, Wood from the Tome of Horrors, © 2002,
Noonan, Stan!, Christopher Perkins, Rodney Thompson, Necromancer Games, Inc.; Authors Scott Greene and
and JD Wiker, based on material by Jonathan Tweet, Monte Patrick Lawinger.
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce Kamadan from the Tome of Horrors, © 2002, Necromancer
R. Cordell, John Tynes, Andy Collins, and JD Wiker. Games, Inc.; Author Scott Greene, based on original
Castles & Crusades: Players Handbook, © 2004, Troll Lord material by Nick Louth.
Games; Authors Davis Chenault and Mac Golden. Rot Grub from the Tome of Horrors, © 2002, Necromancer
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Basic Fantasy Role-Playing Game © 2006–2008 Chris Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author
Gonnerman. Daniel Proctor.
New Spells: A Basic Fantasy Supplement © 2007 Chris B/X Essentials: Core Rules © 2017 Gavin Norman. Author
Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Gavin Norman.
Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim B/X Essentials: Classes and Equipment © 2017 Gavin
Bobb, and Scott Abraham. Norman. Author Gavin Norman.
OSRIC™ © 2006, Stuart Marshall, adapting material Old-School Essentials Classic Fantasy: Genre Rules © 2018
prepared by Matthew J. Finch, based upon the System Gavin Norman. Author Gavin Norman.
Reference Document, and inspired by the works of E. Gary
END OF LICENSE
Gygax, Dave Arneson, and many others.
47
Index of Tables
Adventuring Gear 24 Ship Weaponry 33
Ammunition26 Specialists38
Animals of Burden 29 Structure Interior Features 45
Armour26 Structure Prices 44
Cleric Level Progression 7 Tack and Harness 29
Dwarf Level Progression 9 Thief Level Progression 19
Elf Level Progression 11 Thief Skills Chance of Success 19
Fighter Level Progression 13 Turning the Undead 7
Halfling Level Progression 15 Unseaworthy Vessels 31
High-Level Attack Table 21 Vessel Combat Stats 33
Land Vehicles 29 Vessel Movement and Crew 32
Magic-User Level Progression 17 Weapon Combat Stats 27
Mercenaries37 Weapons26
Seaworthy Vessels 30

48
Genre Rules
This book contains all the rules you need to create
characters for adventures in the Classic Fantasy genre:
▶▶ Classic classes: The devout cleric, the sagacious
magic-user, the doughty fighter, the cunning thief, the
bold dwarf, the noble elf, and the plucky halfling.
▶▶ Essential equipment: Full lists of adventuring gear,
weapons, armour, vehicles, and mounts.
▶▶ High-level options: Descriptions of the many types
of mercenaries and specialists that may be hired. Rules
for constructing a stronghold and managing a domain.
Requires Old-School Essentials Core Rules

Further Classic Fantasy genre books in the Old-School


Essentials product line:
Classic Fantasy: Cleric and Magic-User Spells
Classic Fantasy: Monsters
Classic Fantasy: Treasures

ISBN 978-3-96657-007-7

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